No worries! Thanks for the follow-up. I see the files now, and I've download the latest version.
Recent community posts
Bravo! It's just enough exploration and upgrading to be enjoyable without being frustrating. When I wasn't sure what to do next I just went back through old areas until I found a path unlocked by an upgrade. You packed a lot of character into the tiles, even including different biomes (the last was a surprise). The music and sound are top-notch too. I would have liked just a bit more story after the ending, to know the fate of our protagonist.
Since the v1.2.0 release notice, I no longer see download links for Aquamarine. I see the "you own this" area at the top, but when I click the "Download" button I just see "Nothing is available for download yet."
Ah, that makes sense. I hadn't paid close enough attention to figure out that rule. The couple times it seemed I couldn't progress I realized I probably needed a different piece to progress, which encouraged me to explore further.
Bravo! What a great mechanic, well explored. There seems to be some sort of limitation I don't understand regarding transformation (it isn't just "at least one square of new form overlaps at least one square of old form), but I was able to work around that. One careless transformation meant I had to do the final climb a second time, but the serial contorting was enjoyable enough that I didn't mind.
More just that the process of figuring out what to do was enjoyable, and I didn't want the first comment someone reads to be "I thought I had to do this, but then I realized I had to do this instead, so do that first."
Oof, some of those were tricky. The 24, 32, 96 puzzle had me stumped for a while. Order of operations complicates some of the later puzzles, while others depended on figuring out what was and wasn't necessary. All in all a pleasant combination of challenges.
Bravo! Great graphics and sound, great music, and most importantly great gameplay. The orbs invert the usually Metroidlike gaining new capabilities to adding those capabilities to the world. It was challenging, especially the short window for jumping after dashes and switching directions for jumps and teleports, but just challenging enough. (The tiny room with the yellow and pink orbs took several tries to get the timing right.) Thank you for the generous checkpoints in the final encounter.
Thank you so much! The PDF looks great. Seeing the "1/2000" current page really brought home how many creatures you created. Being a PDF means its text is searchable, so if I find an unusual word in one description I can see if it occurs anywhere else. (The Leopitar, 455, is the only mention of "eucalyptus".) If you have a Twitter or other social media account, posting one creature a day there would be a great way to get a following. As it is, I'll likely read a few of these a day until I've seen them all.
Thanks. The interface is a bit wonky in different browsers, and I'd love to be able to zoom in on the art more easily. It appears the consistent visual framing of creature against plain white background gave the GAN a lot to work with effectively.
I found this explanation useful enough that I saved it as a file. I appreciate that you've tried to subtly differentiate different possible aspects of a character without requiring that reference.
This will probably be the weirdest game I play all day. Took a bit to get used to sticking to trees and how to move through them, but eventually I was able to lift the truck. I had no idea tapirs were so agile.
The Mac build works just fine.
Visually and aurally stylish. It's liike a weird long-lost sibling of Einhander. Took a while to figure exactly what the PDS does (eliminates bullets). Not being able to shoot enemies made the game super-stressful, but I appreciate that lives are effectively infinite. Is there a magic pixel, or is the whole ship model a target?
Smooth and clean, great graphics, great audio. Reminds me a lot of the bit Generations series for the Game Boy Advance; this game would fit right in among those. I cleared all stages on the first try except for the last one, since I kept timing out on the black final four, but I got there eventually. Very nicely done!
Amazingly effective for such a simple idea. I'd like a little more contrast between my character and everyone else in the crowd, but maybe that lack of contrast is part of the challenge. 10 is my highest finish so far.
I like this a lot. I played through the first dozen or so levels, enough that I'll wait for the final game to play more so they'll be fresh. The grow-and-retract mechanic reminds me of the old arcade game Anteater. I'm curious to see how far you can push the combinations of the various goals and puzzle elements.
My one request/suggestion would be to separate the retract and swap exit buttons. Several times I hammered the retract button to get back to start, but overshot and also moved the worm head. It doesn't seem that both buttons are used, so you could have one button retract and the other move. That would need a bit more audio, some sort of error sound if the player tries to retract when already fully retracted, or tries to move when not fully retracted.
I've bookmarked the project and I'll definitely back for the ROM.
How does this differ from Clay-O-Rama, published in issue 125 of Dragon Magazine? The movement rules are identical, and the rule about missles is similar. Ripper is the same as the Rip Limbs Off power from Clay-O-Rama, and Teleport is the same as Change Places.
Wow! That definitely resembles Price of Persia close enough to be recognized. It's rather wonky, but wringing as much gameplay out of the original as you did in 560 characters is an achievement. I like your use of procedural generation to fit a big level in small codespace.
Thank you, and bought! There's a bit of weirdness with the packaging of the Mac executable, like an an extra layer of ".app" wrapping about the app. The extracted app wouldn't execute, but right-clicking it and choosing "show package contents" showed the proper app inside. I dragged that outside the inital app, and was able to launch it.
Mac version, please!
The lack of piece vertical piece rotations makes this game much harder than Blockout. After a while the only piece that could clear a level was a single vertical line or a piece with a downward projecting single cube. Those are rare enough that inevitably I have to cover holes just to keep going. It's like playing Tetris without being able to rotate and hoping that a line drops already pointing vertically.
Certain pieces could be rotated vertically. Any straight line could, and any piece with a single bend. The vertical 2x2 square couldn't, nor the horizontal four blocks in a tight curve. Removing any piece which contained those configurations, it would be possible to make a version of Bringis with Blockout-like rotation controls.
Nicely done! The super-constrained instruction list meant I had to use the terrain as an extra guide. Failed movements approximate a sort of "if-then" matching. I don't know my my solutions are the only ones, or the most efficient, but I did grab the grimoire and break the golem out of its loop.
I'm sad that I'll likely never be able to play this game, but just watching the full gameplay video was super intense. You mashed up the look of Rez, the gameplay of Missle Command, the complicated pilot interface of Nauticrawl, and the frenetic cooperation of Keep Talking and Nobody Explodes with glorious results. Everyone involved deserves high marks.
Put a spike ball at the left end of that platform, right where the zooming beetle is in the pic? That way the player can reset that beetle if it gets stopped on the left side of the slideable block.
I really like this. I've thoguht what a puzzle game would look like without challenge, and this is a great illustration of that idea. Gradually cleaning up the sprite gives the same satisfaction as watching a drive defragmenter slowly rearranging files. I wonder if starting from no-brainer and gradually adding mental effort can make an effective puzzle.
My one criticism is that some of the sprites don't stand out well against the gray background; maybe make it a bit lighter?
A cute little idea. Took me a few tries to reach the exit. Got a lot easier when I realized I could go invisible in mid-air. The bullies always jump when I go visible, which I used to send them farther away a few key times. I like that the visible/invisible sounds mesh well with the music, making them a sort of percussion, and the tiling background is neat.
Ah, I hadn't noticed those were options. I tried the different types, and they seem to offer a wide set of options. The transform options allow for some effects not found in 2D Bitsy. I also found the camera type options and played with those.
I had just started typing a comment about transparency when I found the option for that as well.
Just panning the camera around, I noticed the cat sprite rotates so it's always oriented toward the camera, but the player sprite maintains a constant angle. Playing the demo is even weirder: WASD always moves relative to the current camera angle (e.g. if camera faces east, W moves east), but does not rotate the camera. Arrow keys also move relative to current camera but also move the camera, up and down for up and down, and rotating for left and right. Pressing left arrow repeatedly makes the PC move in roughly a circle. I don't know how much of this behavior is intentional, or how much is a result of being a first pass at the idea.